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DarkladyLexy

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Everything posted by DarkladyLexy

  1. SMASH is pretty good it gets you 90-95% of the way there then is just and matter an of tweaking it to make sure it does want you to want. I can possibly see godescalcus suggestion being somewhat useful for merges such as CLARALUX Patches maybe the Landscape and clutter merge these might be good ones to "TEST" stuff on.
  2. I will investigate next week but most of the merges with conflicts such as the MLU Patches merge I provide a consistency patch (This in effect is a mini CR for that Merge) anyway.
  3. I so you are suggesting we create a smash Patch for each and every merge then add that to the merge? then at the end still create an uber Smash Patch? Interesting definitely something to consider and investigate.
  4. this will be folded into v1.11 of the main CR when it is released (There is a TESTING Version on the Discord Channel)
  5. I sorry I don't understand what you are trying to get at the primary point of creating the "Pre Smash Patch" is to further reduce overall plugin count which takes it down around the 190 mark. Then using SMASH to do what Wrye Bash did and merge leveled list and a few more bit and bobs. If you have less the 255 plugins and feel you don't need to or don't want to create the Pre Smash Patch you don't have to and just Run SMASH.
  6. oh right I will take a look at the jars with Phoenix which is what I am personally using and if needed I'll switch.
  7. know your enemy side effect of damage modifying perks which causes the weapon damage stats to become skewed. Mod author has said he/she will fix in a future update
  8. This interesting I will take a look when I get back from my weekend away with Darth's Mum and Dad. Edit: Looking at the mod page we already have most of what the mod author suggests. So I will start testing it next week (guess that means I'll have to restart and I just hit level 20 oh well) You are all going to hate me one of these days.
  9. never had this happen but I actually have Enhanced Skyrim Factions ported from LE so if that did happen I could its MCM the say the quest couldn't be completed and it stops it. Skyrim will pick any NPC at random for radient quests so I guess you were just unlucky on that one.
  10. Just and Heads up guys I will likely be swapping Convenient Horses for Immersive Horse next week (probably Monday) and issue updated CR's for all the latest changes to things. Me and Darth are off to his mum and dad's to pick up the kids since they have been there all week since it half term and for there Wedding Anniversary so may not be around much this weekend.
  11. Well, it helps I have a very supportive Husband and I usually do stuff when the kids are at School/nursery and Darth is Working. My work shift is usually 5 pm to 1 am so I have the day free.
  12. neither have I will have to leave to someone else. but I can at very least move the trap door so it is accessible as a temp fix
  13. yeah, I can move the trap door so it is more easily accessible but we will obviously need a proper patch.
  14. well obviously the ENB DLL files are boinked delete them and reinstall.
  15. problem is when you zone back through the trap door to the Markarth's Warrens you'll end up on the wrong side of the Markarth's Sewer door and have zone into the Sewers to get back into the Warrens again. I don't know how to fix that. Plus if we move the trap we don't need the passage as that is behind the Sewer door (which only be reached if you TCL).
  16. Kal try this: https://imgur.com/Hf4LU0u godescalus is correct there will be a navmesh conflict we will be a patch. Navmeshing will require the CK and is beyond my skills I will get Sthaagg to work his patching mojo Edit: I have informed the mod authors as well so hopefully someone will patch it.
  17. try loading the brotherhood of old after Skyrim sewers? hopefully should just be a matter of shifting the door. If someone wants to do that and give me some updated XYZ Coordinates I can deal with it in the CR.
  18. what the formID? The KYE patches weren't updated so the Animals merge didn't need changing.
  19. I going to say it do we really need another Fallout Base game so soon?
  20. the number of active esps once all is done a dusted is around the 200 Mark for the LE Guide and 190ish for the SSE Guide.
  21. Always run LOOT First them move the mod you want to merge to the bottom of the load order in the order I suggest.
  22. I am giving serious thought to adding Timing is everything to the guide cos with all the difficulty modifiers some quests need to be delayed until much Later. For example, I just did dawnbreaker and the boss was level 50 and I was on 17 if I had timing is everything would delay that until say level 35. The problem is I need to play through quests to work out what level they start at but my time is limited so I am going to need help testing and recommendations from you guys on that one.
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